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Noqn

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Everything posted by Noqn

  1. This is indeed a good point. I also like @Boeroer's suggestion of a trinket with drawbacks. (Potion would be easier to design, balance and implement though.) I'm absolutely up for making this for the Balance Patch if you want to include it. On the top of my head, how about requiring Luminous Adra Dust for the recipe? Rare and used for high-tier potions such as Luminous Adra Potion and Potion of Miraculous Healing.
  2. No, there sadly is no such effect. Edit: after some more thinking, I'm not going to try to make something out of this. It would be insanely convoluted or most likely impossible to implement for abilities that generate continuous attacks, such as beams or pulsing AoEs. I love the concept of anti-confusion, but @Elric Galad's current solution is already superb and not to mention infinitely cleaner implemented, so I feel like this is something I'd only do for the technical challenge.
  3. Made a new (hidden) Keyword, added it to one of the Brilliant effects. Made a duplicate of the Fireball_Aoe attack named Fireball_Aoe_Brilliant, made it hostile-only and added it as an extra attack to the original Fireball_Aoe. Added a conditional to Fireball_Aoe so that it will ignore all targets if the caster has an effect with the new Brilliant Keyword. Added a conditional to Fireball_Aoe_Brilliant so that it will only fire if the caster has an effect with the new Brilliant Keyword. Basically makes the original attack ignore everything and puts a hostile-only duplicate on top if it when the caster is Brilliant. The process would have to be repeated on all AoE attacks, so dunno if I can automize it and actually make a mod out of this concept, but the result is a lot better than I expected.
  4. Ok wtf, the Streetwise 20 check is in the scripted interaction with the traveling Dawnstars near Port Maje. Apparently there's variant of the encounter baked into the same convo file, where you find an abandoned wagon and some bandits instead... has anyone ever gotten this encounter?
  5. Alchemy 17 LAX03_02_si_fungus_table Through a cautious application of alchemical procedures, you purge the toxins from the beaker, replacing it with a potent admixture of growth enhancers. Arcana 20 LAX03_03_cv_enchanted_armor [Break the enchantment.] Athletics 22 LAX03_02_si_false_wall You throw the whole of your weight and strength against the wall and it collapses under you in a rush of dust and rubble. Bluff 20 28_cv_Kinnuq "I came to pledge my loyalty to Nemnok." Diplomacy 23 LAX03_03_cv_spore_hive_mind "This is wrong. You're clearly more than some parasite." Explosives 20 LAX03_02_si_false_wall You take cover as the expertly-placed implosion charge detonates. With a keening shriek, it tears down the wall, consigning the rubble to the void and leaving the path open to you. History 18 LAX03_02_cv_vithrack_leader "To be binding, this contract should've been ratified by the Huana monarch or their advisor. It was not." Insight 20 lax03_03_cv_book_pedestal_archive_01 Gears click and whir beneath the device's skin. After a few moments listening, a faint tap tap sounds on the inside. Tap, tap. Tap, tap, tap. It stops. Intimidate 22 LAX01_00_cv_whehami "You've seen me fight! I'm the Champion of the Hunt!" Mechanics 26 LAX03_03_si_archives_vault_door After an hour of sweaty, difficult work, a peal of clanging contraptions announces... something. Metaphysics 20 LAX03_04_cv_starmetal You open a metaphysical bridge between your soul and the entities inhabiting the mineral. Religion 16 LAX02_01_cv_hafjorn_confront "Rymrgand did not intend for his child to live forever." Sleight Of Hand 18 LAX03_04_cv_fungus [Harvest the pustules.] Stealth 18 LAX01_00_SI_Old_Bones As you make your way silently through the undergrowth, you overhear a group of kith nearby. You see them moving quietly among the trees, draped in hides and armed for the hunt. Streetwise 20 re_si_supply_wagon_trap "How about I pay you a toll, and we all walk away. This road need not be anyone else's grave." Survival 19 26_si_witch_guardians You trudge onward. Deep pits of water and sucking mud cover the ground everywhere you look, but you manage to avoid them through caution and attentive footing.
  6. Hmm... Health: "Current target health percentage from 0.0-1.0" So I think it's working as intended, 20-120 base damage.
  7. No, that is incorrect. This is what happens when an Attack's Status Effect(s) are applied to a target: The game will iterate through each of the Keywords opposed to the Attack's Keywords (including the Keywords of its Status Effects) and each of the target's active Status Effects. If a Status Effect has any of the opposed Keywords, and that Status Effect's StatusEffectComponent.IsHostile value is not equal to the hostility of the Attack, then the Status Effect will be cleared from the target. The Attack Filter is irrelevant to the behavior of the Keyword Counter mechanic. You are free to open Deadfire's Assembly-CSharp.dll in dnSpy and confirm the StatusEffectManager.ClearOpposingKeywords method yourself.
  8. Apologies, I should have specified that I was talking about a hypothetical Frost-keyworded Spirit Tornado. This was in response to your and @Boeroer's posts: It would not be countered by any Fire-keyworded effect, only hostile ones.
  9. Oh, and nice to see you back @Phenomenum , and the Community Patch getting updates! Since some of @Elric Galad's stuff was upstreamed, how about integrating Shield Bash Quality Fix into the Community Patch?
  10. If we're talking keyword interactions I think it's worth reiterating that keywords only counter effects of opposite hostility: So self-casting Flame Shield would not cancel your own Spirit Tornado - only hostile effects can do that (and abilities using the literal Immunity effect, like Wave Walker). To me it makes sense to add keywords to friendly status effects as long as it fits. In the case of Spirit Tornado, I think the Frenzy effect should not be tagged with Frost, only the attack. But buffs like Zandethus' Draconic Fury should absolutely have the Fire keyword, for example.
  11. Wow, that was not a comprehensive post in hindsight. I may be wrong but this link seems to be pre-DLCs?
  12. Same issue, you'd have to override the whole tree to make that change. Adding new abilities is easy because the devs added a whole new gamedata type for appending to a tree (which they do deserve praise for). But there's no way of interacting with old abilities at all with this method, so you're left with overriding the original tree entirely.
  13. Try this:BlackbowPL7.zip (but as Beoroer said, this will be incompatible with all other mods that directly modify the Wizard tree.) Yep. Adding new abilities to a Progression Table: no sweat, compatible with everything, implemented with majestic elegance Modifying or removing existing abilities... welcome to incompatability hell, I hope you like copypasting 10k lines of JSON just to change a single variable.
  14. I think which conversations are triggered when speaking to characters are hardcoded in the Unity asset files. You could try inserting a TriggerConversationNode at the right place (and with the right conditionals) in harbinger_leader to intercept the conversation and trigger your own. an example from 04_cv_queen_onezaka_ii_wahaki_quest:
  15. When I get to the blood pool, I always cover my eyes and pick randomly. That way I'm not responsible for sacrificing Maneha every time.
  16. I was about to suggest playing on upwards level-scaling for everything, not just critical path. My impression is that it does a good job at evening out the difficulty floor, without making the hardest encounters any harder* which seems to be what OP is after. *(unless the player is overleveled, and even then I suspect stat adjustment from PotD alone might make those encounters even worse than in upscaled Normal/Veteran)
  17. I was looking for those myself recently, they're in .../PillarsOfEternityII_Data/sharedassets2.assets Type: Texture2D Name: SpellAbilityIcons PathID: 112 (note that it's a big fat sprite sheet)
  18. This is tricky. I can think of two options: 1) Create a menu for selecting a "category" for the castable spell. Use conditionals in the original ability to check which "category" is in use and which effect to apply. I did something similar as an experiment with Blood Sacrifice: 2) Create a menu that contains castable spells. In this scenario, 1) might not be an option since Abilities can only contain a single AttackID, so the AttackSummon/AttackSummonRandom components (which define what to summon) can't be filtered the way you could with StatusEffects. So you might have to go for 2) and create duplicates of the Conjure Blight spells for each variant, and for each of them assign duplicates of the corresponding Conjure Blight Attacks (again one for each variant with edited AttackSummonComponent -> SummonFileList properties) as their AttackID. Upside to this is that you get a dedicated Conjure Blight cast menu, downside is that they will not go into the Spell Level menus but together with the other "Modal" menus (see Blood Sacrifice above). The original (randomized) Conjure Blight spells will remain in the Spell Level menus, but I guess that is not an issue. I did a small test of the "medium" Conjure Blight spell, you can check it out here: _blight_selection.zip (Use AddAbility console command to get the abilities - they are named Conjure_Blight_[variant], e.g. Conjure_Blight_Flame) I'm sure it's not without issues, but hopefully a good starting point!
  19. Sadly, visuals like projectiles or explosives are defined as paths to prefabs in the unity asset bundles and can't be modded through regular means. For Fireball, you can see this in AttackBaseComponent -> VisualEffects -> VisualEffect ("prefabs/effects/abilities/wizzard/fx_fireball_aoe.prefab") SelfMaterialReplacementID parameter of GenericAbilityComponents can be changed and MaterialReplacement Components them can be modified somewhat, the important visuals and colors are still defined in the unity asset bundles
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